More core mechanics:Every time you try do something (Unopposed) you roll a D20 add you skill (witch could be from 1 to 30) or mutation level (witch could be from 1 to 30) and add your Attribute Mod and compare it to the difficulty of the Target Numbers that fall into these categories from Effortless (2-5), Simple (6-10), Easy (11-15), Average (16-20), Moderate (21-25), Challenging (26-30), Difficult (31-35), Very Difficult (36-40), Hard (41-45), Extremely Hard (46-50), Nearly Impossible (51-55), and Only a Miracle (56-60+), if you match or exceed the Target Number you are successful at what you just tried.A roll of a 1 is a failure, but a roll of a 20 Is not Automatically a success but you get to roll again and add that roll to the previous roll.So the Action roll is open ended.

Characters do not gain “Levels” but do gain Experience Points every time they use a Skill or a Mental Mutation. So you gain Exp. points based on the difficulty of the Action you were trying to do. Even if you fail you still get 1 Exp. point for trying, so you can learn even from your mistakes like this Effortless 2 points, Simple 3 points, Easy 4 point, Average 5 points, Moderate 6 points, Challenging 7 points, Difficult 8 points, Very Difficult 9 points, Hard 10 points, Extremely Hard 11 points, Nearly Impossible 12 points, and Only a Miracle 13 points

Each Skill and Mental Mutation falls under an attribute, so each attribute has a experience point pool associated with it. so experience points go into the pool it associated with. And they can use Exp. points from that pool to raise any skill or mental mutation or even the Attribute itself It will cost 3 times the skill to raise it. It will cost 6 times the Mental mutation level to raise it. And 9 times the Attribute Level to raise it.

Their is no magic in my world but their is Mental mutations that seem magical that pull form the planes of existence so I have: Telekinesis, Pyrokinesis,, Cryokinesis, Umbrakinesis, Photokinesis, Electrokiesis, Aquakinesis, Terrakinesis, Aerokinesis, and Ferrokinesis,

Characters have 30 Health Points that fall into these categories: Just a Scratch (1-5), Light Wound (6-10), Moderate Wound (11-15), Serious Wound (16-20), Very Serious Wound (21-25), and Deadly Wound (26-30). Your Health Mod effects what you take for damage either in a good or bad way. A + 3 Health mod = - 3 damage you take, and a -3 Health mod = +3 damage you take. so the greater your Health mod then less damage you takeSize matters, the larger the creature the greater the Health mod they have.

A. Not-Mataos doesn't know what your plan is, it is executing a SWAG (Scientific Wild Ass Guess). To be honest, it has it's own plan, but doesn't have the full agency to do it itself, hence the use of proxies and unsuspecting shadowrunners.

That's ... nice. But it's somehow disheartening that once we actually manage to think up a plan, agree on the plan, and act out agreeing on the plan, the plan is kinda made invalid by not-Matos. Also, the way not-Matos walks around like he owns the place and we can't do sh!t makes one feel dis-empowered.